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General Tabletop Discussion
*Dungeons & Dragons
Breaking down the Fighter archetypes.
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<blockquote data-quote="krakistophales" data-source="post: 6756961" data-attributes="member: 6775149"><p><strong>Champions</strong> are the no nonsense, zero maintenance, tough SOBs that dish out the pain and take it just as well. At least, on the surface. The reality is that the champion requires feats to really shine. The reason being is that his main advantage, crits, only becomes a worthy choice if you play around with it a bit.</p><p></p><p>1. You need a weapon with multiple damage dice, so that leaves you with the greatsword or maul for now.</p><p>2. You need to gain multiple attacks. Thankfully, the fighter gets 4, but you need even more than that. The way to do this is great weapon master, which gives you a bonus action attack on a drop or crit, and sentinel, which gives you reaction attacks based on battlefield movement. Since you don't use your bonus action or especially your reaction with any frequency, these two feats essentially give the champion 2 extra attacks on the regular combined with however many attacks he already has from fighter. This, combined with 2 damage dice instead of 1 and being able to reroll 1's and 2's on a crit, and now we're talking about a death machine.</p><p></p><p>This is the class you play if you want survivability, and know the game well enough to min/max it so that it can be on par with the other fighter archetypes.</p><p></p><p><strong>Battlemaster</strong> is a straight up nova build. Some people want to say that it's tactical, or strategic, or whatever, but it simply isn't. 9/10 times you're simply adding damage and an effect to "I hit the enemy", and at the highest level, you can do this for 6 attacks before you're out of gas. Sure, you get 1 maneuver back per initiative and all of them on a short rest, but this is very swingy depending on your DM. If your party and DM allow you to short rest every 2 encounters or so, then you'll have great fun playing a battlemaster. If you're caught in a scenario where you will have 4 to 6 encounters between a short rest, you're a generic fighter that's either hoarding your maneuvers or simply don't have any to burn anymore. In this situation, the champion shines most because he CANT waste his resources.</p><p></p><p>This is the class you play if you don't mind being really powerful for a short period of time and then average for the rest of the time.</p><p></p><p><strong>Eldritch Knight</strong> focuses more on versatility/utility to add to the death machine of a standard fighter. At later levels you can fly, you have ranged spell attacks, you can teleport, haste, blur, dimension door, fireball, all that great stuff while still wearing heavy armor and dishing out 4 greatsword attacks while rerolling 1's and 2's. I feel this build requires the most experience to play simply because of the action economy. Your bread and butter feature, spells, comes back on a long rest. Ugh. This really requires you to know when to cast and time it well, because even the battlemaster just has to nap for an hour to get his features back, you have to take a whole day off. Once you run out of spells, you literally are a generic fighter not for 1 hour, but for 8. This one requires caution and great experience to play, but when done well can be absolutely devastating both in and out of combat.</p><p></p><p>This is the class you play if you really are well versed in the game, know the spells pretty well, and have experience with action economy. If that's you, this class can cover damage output, defense, and utility to devastating effect.</p></blockquote><p></p>
[QUOTE="krakistophales, post: 6756961, member: 6775149"] [B]Champions[/B] are the no nonsense, zero maintenance, tough SOBs that dish out the pain and take it just as well. At least, on the surface. The reality is that the champion requires feats to really shine. The reason being is that his main advantage, crits, only becomes a worthy choice if you play around with it a bit. 1. You need a weapon with multiple damage dice, so that leaves you with the greatsword or maul for now. 2. You need to gain multiple attacks. Thankfully, the fighter gets 4, but you need even more than that. The way to do this is great weapon master, which gives you a bonus action attack on a drop or crit, and sentinel, which gives you reaction attacks based on battlefield movement. Since you don't use your bonus action or especially your reaction with any frequency, these two feats essentially give the champion 2 extra attacks on the regular combined with however many attacks he already has from fighter. This, combined with 2 damage dice instead of 1 and being able to reroll 1's and 2's on a crit, and now we're talking about a death machine. This is the class you play if you want survivability, and know the game well enough to min/max it so that it can be on par with the other fighter archetypes. [B]Battlemaster[/B] is a straight up nova build. Some people want to say that it's tactical, or strategic, or whatever, but it simply isn't. 9/10 times you're simply adding damage and an effect to "I hit the enemy", and at the highest level, you can do this for 6 attacks before you're out of gas. Sure, you get 1 maneuver back per initiative and all of them on a short rest, but this is very swingy depending on your DM. If your party and DM allow you to short rest every 2 encounters or so, then you'll have great fun playing a battlemaster. If you're caught in a scenario where you will have 4 to 6 encounters between a short rest, you're a generic fighter that's either hoarding your maneuvers or simply don't have any to burn anymore. In this situation, the champion shines most because he CANT waste his resources. This is the class you play if you don't mind being really powerful for a short period of time and then average for the rest of the time. [B]Eldritch Knight[/B] focuses more on versatility/utility to add to the death machine of a standard fighter. At later levels you can fly, you have ranged spell attacks, you can teleport, haste, blur, dimension door, fireball, all that great stuff while still wearing heavy armor and dishing out 4 greatsword attacks while rerolling 1's and 2's. I feel this build requires the most experience to play simply because of the action economy. Your bread and butter feature, spells, comes back on a long rest. Ugh. This really requires you to know when to cast and time it well, because even the battlemaster just has to nap for an hour to get his features back, you have to take a whole day off. Once you run out of spells, you literally are a generic fighter not for 1 hour, but for 8. This one requires caution and great experience to play, but when done well can be absolutely devastating both in and out of combat. This is the class you play if you really are well versed in the game, know the spells pretty well, and have experience with action economy. If that's you, this class can cover damage output, defense, and utility to devastating effect. [/QUOTE]
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Breaking down the Fighter archetypes.
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